Expedition Event

s were the third event type released in Star Trek Timelines. During an Expedition Event, Victory Points can be gathered by mastering special Away Missions.

After gaining access to the event by spending an Event Ticket US$evt, the player can participate in as many missions as desired, without any additional costs (for example, no Chronitons US$crn are required). One ticket gives access to all event missions for a period of 1 hour (2 hours for the first two events).

For these event missions, special conditions apply:
 * There are no standard rewards at all.
 * Rare rewards are Victory Points exclusively. The number of Victory points per reward depends on the mission level, and is listed in the table below.
 * Completing a mission is also rewarded with Victory Points.
 * Every time a crew member is used on a node, they will get tired and stay tired for the remainder of the 1-hour-period. Using them repeatedly will further increase their tiredness level, as shown in the table below.
 * Bonus characters will not tire as easily as regular crew members.
 * Aborting a mission comes at no costs, as entering any mission is free.

In addition, featured and bonus characters have a better chance to collect rare rewards, as long as they achieve a critical hit on these mission node. The chances are:
 * Regular characters: around 50% (see )
 * Bonus characters: unknown so far, but better than regular characters
 * Featured characters: 100%, always succeed.

A "featured character" is one of the featured crew specific to an event, which can also be found in the associated event packs. A "bonus character" is any character variant of a featured character.

Required Skill Points Per Mission
The skill points needed to complete each mission:

Victory Points
Note the rewards for the first two events were much smaller (75, 150, and 300 VP per node).

Drop Chance
This section attempts to give an estimate of the chances to collect a VP reward node. Note it needs lots of data, before the numbers become reilable.

For this, certain assumptions are made:
 * Drop chance remains the same, independent of the ratio skill vs. requirements, as long as you crit a node.
 * To test whether drop chance is increased by the number of activated traits, these are collected individually
 * To test whether drop chance differs between mission levels, these are also collected individually
 * All missions have the same drop rates.
 * All regular characters have the same drop chance. All bonus characters have the same drop chance.
 * It doesn't matter whether you crit a node using your character's 1st, 2nd, or 3rd skill, or even their hidden skill.
 * The tiredness of the character has no effect.

Howto: 
 * Each attempt at an individual reward node (as opposed to the whole mission) counts as a "run".
 * Each VP reward actually received counts as a "reward".
 * You must achieve a critical success for that node, otherwise do not count it as a run. Do not count failed nodes. Do not count non-reward nodes.
 * While attempting the node, count the number of bonus traits your crew member uses. Enter your result in the appropriate row.
 * Enter your result in the appropriate section, depending on which mission level you chose.
 * According to the rules, bonus characters have a better chance. Choose the appropriate table depending on your character.
 * Even if you abort or fail the mission, you may still count the attempts up to that point.
 * It makes sense to collect your data locally first, and once your ticket expires add it to the page.

The Game's Afoot 2
* Featured characters have a 100% success rate, so the table is not really necessary.

Holograms Are Forever
* Featured characters have a 100% success rate, so the table is not really necessary.

Summarized Tables

 * Assuming all above events have identical drop chances
 * Assuming all mission difficulty levels have identical drop chances


 * Also assuming all number of traits have identical drop chances

Ribbon of Joy
''Note: in this older event, Bonus characters may have had a (different) winning advantage over regular characters. Also, there were no Featured characters with 100% success.''

Crew Member Tiring
Every time a crew member is used on a node, they will get tired and stay tired for the remainder of the 1-hour-period (but only for Event Missions).

Using them repeatedly will further increase their tiredness level.

Regular characters' tiredness level will increase by two per use, while for bonus characters, the level will increase by only one.

For every tiredness level, the skill will decrease by 5% of their total skill. For regular characters, this means their skill will decrease by 10% of their total skill for each use.

If a regular crew member fails any node, their tiredness level will increase immediately by 10, therefore subtracting 50% of their original skill value, no matter what their current tiredness level or skill is. The tiredness of bonus characters will increase only by 5 (=25%).

Once a crew member reaches a tiredness level of 20, all their skill points drop to 0.

Possible Strategies
One strategy recommended by Disruptor Beam is to hold stronger crew in reserve for the Elite and Epic missions. The harder the mission, the more victory points US$vic earned. Critical successes (rare rewards) also reward more victory points US$vic.

As with non-event away-team missions, it is only necessary for a crew member to successfully complete the final mission node, to earn the US$vic points for that mission. Therefore, it is possible to use already expended or extremely weak crew on earlier nodes within the mission, allowing those nodes to fail, if the player has a crew member who is extremely strong, or strong enough, to complete the final node. As with non-event away-team missions, failing a node increases the final node's skill requirement. Therefore, it is important to remember that multiple prior node failures may increase the final node's skill requirement beyond the abilities of any crew member a player has. Towards the end of the attempt, as the player is grinding (playing the same mission repeatedly until the attempt's 1 hour limit expires or all crew fully exhausted), usually on the first or second mission (as these have the lowest skill requirements, 30 and 45, respectively), it is a good strategy to have just one (or maybe two) node(s) fail, ending that crew member's usefulness (as all their skills usually drop to 0), especially if the player has crew members with very high skill points for completing the final node. With this strategy, it is possible to extend the amount of mission US$vic points a player can collect, per attempt, by extending the amount of runs completed.

If, at the start of a mission (usually on the first or second node), the player realizes they have made a mistake in crew choice, they can cancel the mission (this will not cancel the attempt, as in an Event Ticket US$evt) with no adverse effect to their crew (unless they canceled after doing one or more nodes, in which case the crew used in those nodes will have been reduced by the normal exhaustion amounts, with no US$vic points gained for the mission.) This can help a player avoid having to pay for their crew choice mistake, wherein they would be forced to sacrifice potentially strong crew, due to mismatching skills, saving that crew for a later mission run (or multiple runs). Even if the player has already completed one or more nodes in the mission, it may still be an acceptable trade-in, to cancel the mission, preventing one of the crew from being unnecessarily sacrificed, resulting in no US$vic points for that run, as this may allow that crew member to be used 2 or more times in other runs, increasing the overall US$vic points for the attempt.